Quick-and-dirty is a term used in reference to anything that is an easy way to implement a kludge. Its usage is popular among hackers, who use it to describe a crude solution or programming implementation that is imperfect, inelegant, or otherwise inadequate, but which solves or masks the problem at hand, and is generally faster and easier to put in place than a proper solution.
Quick-and-dirty solutions often attend to a specific instance of a problem rather than fixing the cause of the more general problem. As such, they are sometimes used to keep an item of software or hardware working temporarily until a proper fix can be made.
The phrase is also frequently used in describing any document or tutorial that gives a brief overview about how to do something, without going into too much detail about why or how it works.
Microsoft's first operating system, MS-DOS, was originally called Quick and Dirty Operating System (QDOS) during its development, prior to its purchase from Seattle Computer Products.
Le Punching-Ball et la Vache à lait: La Critique universitaire nord-américaine face au Surréalisme is a book by Guy Ducornet (published in 1992 by Editions Actual/Deleatur) criticizing "lies and misinterpretations of surrealism," and attacks on surrealism, specifically in universities in the United States, by neo-Marxists, postmodernists, structuralists, deconstructivists and certain neo-feminists.
This book is available only in French.
Le Punching-Ball et la Vache à lait: La Critique universitaire nord-américaine face au Surréalisme was revised and largely formed the basis of Ducournet's later book Les Parasites du Surréalisme, La critique universitaire américaine versus André Breton.
What is Wrong With This Picture? is a game often found in children's magazines or books (for example, the back cover of Highlights for Children magazine features a WiWWTP based on the front cover illustration) in which a picture of an otherwise normal scene contains some unusual elements not typically found in that setting, or in reality. For example, the picture could be of a school bus, with "wrong" elements including one window containing a fishbowl instead of a child's head and bus wheels of donuts or pizza. The viewer is challenged to identify the full list of "wrong" things.
The children's game has inspired a surrealist version in which the players take turns writing what is "wrong" with a picture, typically a photograph reproduced in a mass-circulation magazine. The answers are usually generated automatically.